RUN-N-GUN
Shoot on the move. Keep your momentum.
Shoot on the move. Keep your momentum.
What is Run-N-Gun?
Run-N-Gun is a standalone extraction of the shoot-while-running system from my packaged Tactical Combat Overhaul.
Normally, firing a weapon in Helldivers 2 immediately knocks your movement down to the game's aiming speed. Run-N-Gun lets you sprint into a firefight and retain your running speed while shooting, instead of abruptly slowing to a walk the moment you pull the trigger. It also allows for bayonet charges and interfaces with TCO's Melee Overhaul and Stamina Changes to add damage based on movement speed. Charge downhill and up your damage!
It is intentionally narrower than Tactical Combat Overhaul: no stamina overhaul, no slopes, no mantling changes, no melee system. Just the run-and-gun mechanic.
A simple video demonstration can be found here.
How it works
Run-N-Gun activates when you transition directly from sprinting into firing or aiming.
Once activated, the mod temporarily raises your firing movement speed toward your current sprint speed. Keep moving and shooting and the effect remains active. Stop moving, stop firing, or fall out of the activation window and normal movement takes over again.
It does not simply make aiming faster all the time.
You need to enter the firing state from a sprint.
Directional Run-N-Gun
By default, Run-N-Gun also cares about where you are actually moving.
0–30° from forward
Full Run-N-Gun benefit
30–55° from forward
Movement benefit gradually tapers off
More than 55° off-axis
Normal firing movement speed
Full Run-N-Gun benefit
30–55° from forward
Movement benefit gradually tapers off
More than 55° off-axis
Normal firing movement speed
This means you can charge forward while laying down fire, but you cannot sprint sideways at full speed while mag-dumping at something 90 degrees away. The notable exception to this rule is one-handed weapons, which are not restricted. This restriction exists because the game has no strafing animation for sprinting speed, so it looks incredibly janky if not restricted. Melee also works just fine while sprinting.
Directional restriction can also be disabled from the Mod Options Menu if you prefer unrestricted movement.
Features
- Shoot while running — sprint into firing and retain your movement speed.
- Direction-aware movement — full benefit while moving forward, tapering as you move farther off-axis.
- Smooth directional falloff — no hard speed snap at the angle boundary.
- Configurable firing sway — add extra instability while shooting at speed.
- Configurable hipfire linger — control how quickly sprinting becomes available after your last shot.
- Works with exhausted sprint speed rather than blindly forcing one fixed movement value.
- Standalone — Tactical Combat Overhaul is not required.
- No additional stamina drain — this standalone version leaves the game's normal stamina behavior in control.
- Live configuration through Mod Options Menu.
Settings
With Mod Options Menu installed:
ESC → MODS → RUN-N-GUN
| Setting | Default | Options |
|---|---|---|
| Run-N-Gun | On | On / Off |
| One-Handed Direction Bypass | On | On / Off |
| Hipfire Linger | 50% | 10–200% |
| Run-N-Gun Sway | 200% extra | 0–900% |
[TD]Directional Run-N-Gun[/TD]
[TD]On[/TD]
[TD]On / Off[/TD]
[/TR]
Hipfire Linger
Controls how much of the normal post-shot hipfire delay remains before sprinting can resume.
- 100% = vanilla
- 50% = half the normal linger
- Lower values let you transition back into sprinting sooner
Run-N-Gun Sway
Adds additional aim/recoil instability while firing on the move.
- 0% = no additional sway
- 200% = roughly triple the affected sway
- Higher values make firing accurately at full speed increasingly difficult
This is intended to make Run-N-Gun a mobility option rather than simply free accuracy while sprinting.
What this does NOT include
Run-N-Gun is deliberately separated from Tactical Combat Overhaul.
It does not include:
- Stance-based stamina recovery
- Exhaustion changes
- Uphill or downhill mechanics
- Mantling stamina costs
- Mantling exhaustion lock
- Momentum melee
- Melee stamina costs
- TCO's additional Run-N-Gun stamina drain
If you want the entire package, use Tactical Combat Overhaul. TCO has more features and I plan to keep up with more of them, so it's likely to get more fixes.
This release is for people who want just the firing-while-running mechanic without adopting the rest of TCO.
Requirements
- Helldivers 2 on Windows PC
- Steam build 25480438 / executable 1.8.46015.0
- Bingus Shared Loader — API 1
- Mod Options Menu — optional, but recommended
- A compatible Helldivers 2 mod manager such as HD2 Arsenal or HD2MM
Mod Options Menu is optional.
Without it, Run-N-Gun still operates using the built-in defaults:
Code:
Run-N-Gun: ON
Directional Run-N-Gun: ON
Hipfire Linger: 50%
Run-N-Gun Sway: 200%
Installation
- Close Helldivers 2.
- Import the Run-N-Gun ZIP into HD2 Arsenal or HD2MM.
- Enable Run-N-Gun.
- Enable Bingus Shared Loader.
- Optionally enable Mod Options Menu for in-game configuration.
- Purge / Deploy.
- Start the game.
With Mod Options Menu installed:
ESC → MODS → RUN-N-GUN → adjust settings → APPLY
Changes take effect in-game without requiring a restart.
Compatibility
- Tactical Combat Overhaul: Do not use this standalone version merely to duplicate TCO's Run-N-Gun system. TCO already contains the feature.
- Other movement mods: Run-N-Gun works by modifying the firing movement behavior around the movement values your diver is already using rather than replacing the entire movement system.
- Stamina: The standalone version does not impose TCO's extra firing stamina drain. Normal game stamina remains in control.
- Multiplayer: The movement behavior is applied locally to your diver.
Why split this out of TCO?
Tactical Combat Overhaul has grown into a broader stamina and movement overhaul.
Run-N-Gun turned out to be useful enough to stand on its own.
Separating it means players who only want to keep moving while firing do not need to install the stamina, slope, melee or mantling systems that come with TCO.
Fewer mechanics. Fewer dependencies. One job.
Diagnostics
Run-N-Gun writes diagnostic information to:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\RunNGun.log
If the mod does not appear to be activating, attach that log when reporting the problem.
The log can help identify:
- Startup / version compatibility
- Whether the player movement controller was found
- Current Run-N-Gun state
- Directional movement detection
- Mod Options Menu registration
Credits
- CowboyBingus — Bingus Shared Loader and Mod Options Menu.
- Tactical Combat Overhaul — the original project from which this system was separated.
- Arrowhead Game Studios — Helldivers 2.
- ChatGPT by OpenAI — Co-wrote the implementation, offline validation, packaging and this page.
- Akaya Mods User "Ammo875" — Had the idea for a mod that allowed shooting while running.
Don't stop shooting just because you're moving.
Don't stop moving just because you're shooting.
RUN-N-GUN
Don't stop moving just because you're shooting.
RUN-N-GUN
Source code is included in the download.
Not affiliated with or endorsed by Arrowhead Game Studios or Sony Interactive Entertainment.